Dogs Of War Vu
Sim/Strategy/War => Games Discussion => Topic started by: Asid on March 20, 2015, 09:07:30 PM
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Desert War 1940-43
FREE
Official site: http://members.upc.ie/jeanette.kelly/index.html
Updates: http://members.upc.ie/jeanette.kelly/verhistory.htm
Download here: http://members.upc.ie/jeanette.kelly/download.html
(http://members.upc.ie/jeanette.kelly/images/DW1.jpg)
Desert War 1940-43 is a wargame that will simulate the entire WWII North African campaign from the first disasterous Italian invasion of Egypt in 1940 until final Allied victory in Tunisa in 1943.
This game is a work in progress that I am doing in my (limited!) spare time.
It is hex and counter wargame that uses simultaneous movement (WEGO) similar to the old World @ War games like Stalingrad and Crusader.
In most wargames, one side moves its units, then the other side moves its units (IGOUGO as in "I GO U GO").
In a WEGO wargame, each side orders its units to move and then both sides units move at the same time.
There is only a prototype AI for one scenario, El Alamein. Currently, there is no AI for the BattleAxe scenario.
Currently Implemeted:
WEGO Movement / Battles with start turn Film
Two scenarios, a basic El Alamein one with AI, and a more in depth
Ground Units with Attack/Defence/Movement/Readiness/Strength
Overruns
HQs
Minefields
Air Units (2 types: Recon and Attack Aircraft)
Naval Units
Arillery Units
Ground Attacks / Ambushes / Anti Air Attacks
Scenario Settable Hex Stacking limits
Tactical / Strategic Movement with Ambushes
Full Fog Of War (optional)
Company / Battalion level for BattleAxe scenario
Division / Brigade level for El Alamein scenario
11 different Unit Types including Armour / Motorized / Mechanized / AT / AA / Engineers units and more
Variable Zones Of Control (ZOC)
AI for one scenario (El Alamain)
PBEM / Hotseat
Simple Supply Rules
Full Scenario Editor
Main features to be implemented:
Improved Recce handling
Supply rules
AI
(http://members.upc.ie/jeanette.kelly/screenshots/scn1_t.PNG)
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Updated
6 November 2015: Version 1.5.12
Game Changes
Added Corp / Army size units
Bug Fixes
If units are moving and then forced to Retreat, the can retreat and then move to their original destination. If a unit retreats, it should lose all its planned moves.
Units destoryed by Ambushed units not being removed
Editor - HQ size not exported in CSV
AI
Empty Trigger Test added (i.e. test will always run)
Response Org unit added